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Messages - geoo

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Lix Main / Re: organize multiplayer levels
« on: October 08, 2019, 08:29:53 am »
Considering the old outdated maps that we sometimes choose to play, I feel like some randomly generated maps wouldn't be that much worse than those for the occasional round. NaOH was working on randomized maps at some point, at least a basic version of that shouldn't be too hard.

As for organizing the actual maps, if more custom content comes in (currently there's a lull, but who knows) it would probably better to come up with a scalable solution. One such thing could be the server collecting users' ratings of maps after a games, and/or statistics of how often a maps gets played, and the offer to browse maps by popularity or select a random map proportional to popularity. Of course that'd need quite a bit of extra infrastructure.

Tbh I tend to be able to find quite quickly the maps I'm looking for, so it doesn't seem like a big issue to me. And then there's also the search functionality, right?

Lix Multiplayer Dates / Re: Lix Multi. Sunday Oct 6
« on: September 29, 2019, 06:08:19 am »
There's a decent chance that I'll be able to make it :)

Lix Levels / Re: Lix LemForum, feedback by Forestidia86
« on: July 25, 2019, 10:43:16 pm »
That's exactly as intended, great job! Thanks for the comment!

Spoiler (click to show/hide)

General Discussion / Re: Crane's resignation
« on: July 24, 2019, 11:24:22 pm »
I just want to give a bit of historical context about this trick, which maybe will make you feel a bit better:

The first time I saw this trick mentioned in the community was in the challenges board, I believe by ccexplore. Back then the culture was not to reveal details about obscure mechanics and have other people figure it out on their own. So when it was found the trick was just referenced as the Wild 15 trick/glitch (without description) and used in the maximum saved solution if I recall correctly. Challenges had been going on for a while then. It took a while for someone to find it and apply it in the first place, and even after the trick was referenced, most of the community wasn't aware what the Wild 15 trick was, even though we knew it was used in a specific level to save a certain amount of lemmings (and in principle could have been able to figure out). So while the trick might make sense in hindsight (blockers turn everything), it's not straight-forward to come up with it (as evidenced by its history described above). There's also no clear visual indication that a digger has been turned.

Nowadays it seems to be part of the standard repertoire of expert players, but I wonder what fraction of these players actually discovered it on their own. With challenge solutions floating around, and people playtesting each others' levels and sending solution and backroute replays, I think it's much more likely for someone to come across this trick by seeing it done by someone else than by discovering it on your own. The fact that you haven't found it in 15 years is less a matter of stupidity than not having come across it in someone else's replays you've watched. I would guess that most people would be in the same boat as you if they hadn't seen the trick in some replay or solution description previously.

Live Event Scheduling / Re: Ultimate Chicken Horse Multiplayer
« on: July 03, 2019, 09:34:57 pm »
There's a decent chance I might actually make it for this Sunday :)

EDIT: Got a lot of stuff going on, so don't be surprised in case I don't show up tomorrow after all. :(

Wow, great job finding all of these 100% solutions on your own, that's impressive. It took the community a long time to get there
(If you want to dig into the lore, until 2006, 2009-2012, the last two levels).

Nice find with the fast-forward glitch, too! So does it just skip every other frame, and the cycle length
of the tennis ball is even with one frame killing the lemmings? I knew fast forward was a bit wonky
with respect to physics, but never knew there were reliable patterns to exploit.
The pausing technique ccexplore mentioned is documented here.

Btw, do we happen to have all the tracks from Lemmings 2: The Tribes somewhere?
Attached is an archive with the Amiga, SNES and Genesis music (Circus is super catchy on the Genesis, we used to listed to that one on loop with Simon). Amiga I have in Octamed and mod format, should sound the same though. There are also midis for some reason, don't know where they come from. I also have DOS recordings with I think the Roland sound chip, but they are in ogg format and too fat to upload. Alas, I don't have my favourite version which is Adlib DOS (except for Cavelem).

Whenever I visited Simon, this one came up and we were mystified and pondering what the name could be about.

I didn't notice the skill pattern (always 1 or 10 of a skill), this is a great find!
Good work putting everything together, how did you come up with the idea?

Great mystery solved, case closed. So no obscure lore behind this one, after all.

Site Discussion / Re: Planned site downtime.
« on: May 19, 2019, 07:03:02 pm »
There was a message today (2019-05-19) in IRC with an issue that might be related to the upgrade:

[02:09:38]   <JamesMcKigney> Greetings. I am not able to log on to the Lemmings forms and I can't get any emails from Lemmings Forums.
[02:10:22]   <JamesMcKigney> I have been trying to do so since yesterday.

Lix Levels / Re: Miniatures (misc/miniatures)
« on: April 27, 2019, 05:48:01 pm »
Interesting solution, though it looks super precise.

I don't have time to work on a fix within the next week at the very least, but Icho's suggestions sounds good. I remember contemplating how far to go with that considering the ease of execution/backroute safety trade-off.
If someone can go ahead with a fix that'd be great, especially if the execution of the intended solution doesn't get too tough as a result.

Lix Main / Re: Panel icons (Quicksave shouldn't be floppy disk)
« on: March 05, 2019, 09:18:18 pm »
What about this for the splat ruler? Though I think it's reasonable to also enable trigger area with it, and then the shades (or a wrench or something) might do.

For saving/loading states, not sure what the flag is meant to symbolize... if we have something that non-descript anyway, you might as well go for something more abstract like this:
Still somewhat indicates storing something, but without explicitly invoking the disk imagery.

Contests / Re: Level solving contest #3 (Results)
« on: February 17, 2019, 03:52:02 pm »
Time is up. 5 players participated (seems like even with the freer engine choice participation is waning), and these are the results!

PlayerEngine Number skills/saved
Crane NeoLemmix 12 skills, 49 saved
Simon/Forestidia Lix 14 skills, 47 saved
Minim Lix 15 skills, 48 saved
Ramon Lix 21 skills, 49 saved
SQron188 NeoLemmix 25 skills, 52 saved
SQron188 Lix 26 skills, 53 saved

Congratulations to Crane, our winner! In his submission PM he counted 13 skills, but checking the replay it turns out even one fewer skills was used!
For comparison, I tried to reproduce his solution in Lix. Due to more lenient steel detection in NeoLemmix, one extra skill has to be used in Lix to make
the solution work, and instead of double miner cancelling a miner is turned with a blocker, which should result in one fewer lix saved. But maybe due to
some timing difference the Lix solution I got saves 2 more, so 51 lix (and uses 13 skills).

See attached for everyone's solutions, as well as the Lix version of Crane's solution.

Crane now has the chance to host the next contest, or pass on the privilege to Simon and Forestidia.

Contests / Re: Level solving contest #3
« on: February 16, 2019, 09:27:52 am »
Less than 24 hours left to submit!

Contests / Re: Level solving contest #3
« on: February 12, 2019, 10:43:24 am »
Just a quick reminder: you have until Sunday Feb 17th, 6:00 am UTC, so less than a week left!

Lix Levels / Re: Miniatures (10 small levels)
« on: February 12, 2019, 10:42:26 am »
Good job! Pretty much all intended (for my levels anyway), except for some minor variations.
Thanks also for the difficulty estimates! I found African Wigwam quite tricky when I first played it.

I slightly modified Deadly Cells and Spin Me Around, see attached. Original proofs should still work.
Rock on the Block is also a tiny bit different, but definitely in the spirit of the original solution, no need to change anything there.

Contests / Re: Level solving contest #3
« on: February 03, 2019, 07:36:42 am »
Just a quick update, due to some physics differences (namely, in Lix miners/diggers can be assigned on steel while not so in NeoLemmix), I made a second version of the NeoLemmix level where the in the prime spot for exploiting this in Lix there are steel bumps now so something similar can be done in NeoLemmix. You can submit solutions to either of the NeoLemmix versions, and existing submissions remain valid. For the new version, see attachments of the first post.

(This is also a reminder to submit solutions :))

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